• Title/Summary/Keyword: computer textbook

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An Analysis of Computer Discretion Activity Textbook among ICT Skill of Students in Elementary School (초등학생의 ICT 활용 기능과 초등컴퓨터 재량활동 교재 분석)

  • 임화경;김미경
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10a
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    • pp.280-282
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    • 2004
  • 초등학교에서 재량활동인 컴퓨터 교재의 내용은 ICT 소양교육을 중점으로 기능 교육(한글, 파워포인트, 윈도우, 통신 등)에 대한 내용이 대부분을 차지하고 있다. 특히 초등학생들은 이미 생활에서 쉽게 접하는 정보화 시스템에 익숙하여 컴퓨터를 다루는 기능은 교재의 수준을 상당히 갖추고 있다. 따라서, 본 논문에서는 현재 초등학교에서 사용하고 있는 초등컴퓨터 재량활동 교재의 내용에 변화가 필요함을 나타내기 위하여, 부산광역시교육청의 초등컴퓨터 재량활동 교재인 '즐거운 컴퓨터'의 내용과 부산광역시 4, 5, 6학년 초등학생들의 ICT 활용기능을 비교 분석하였다. 그 결과를 통하여 초등학생의 ICT 기술능력이 컴퓨터 교재의 내용을 앞서고 있음을 보이고 향후 교재내용의 변화가 있어야함을 보인다

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Comparisons of Information Education Curriculum and Contents of Local Textbooks at Elementary Schools in Korea and China (우리나라와 중국 초등학교의 정보교육 교육과정과 지역 교과서 내용 비교)

  • Kim, Hyunbae
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.237-244
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    • 2019
  • According to the 2015 revised curriculum, the software education was provided to elementary school education in Korea. In Korea, information education became a necessary education. However, in Korea elementary school, information education is still not operated as an independent subject. This study examines the information education curriculum and information education textbook contents at the national level of Korea and China. The implications of this study can help establish the direction of information education in Korea.

Design and Implementation of Scratch-based Science Learning Environment Using Non-formal Learning Experience

  • Ko, Hye-Kyeong
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.170-182
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    • 2019
  • In this paper, we use scratch to design and develop non-formal learning experiences that are linked with contents of secondary science textbook to educational programs. The goal of this paper is to develop a convenient and interesting program for non-formal learning in a learning environment using various smart device. Theoretical approaches to mobile education, such as smartphones, and smart education support policies continue to lead to various research efforts. Although most of the smart education systems developed for students who have difficulty in academic performance are utilized, they are limited to general students. To solve the problem, the learning environment was implanted by combining the scratch, which is an educational programming that can be easily written. The science education program proposed in this paper shows the result of process of programming using ICT device using scratch programming. In the evaluation stage, we were able to display the creations and evaluate each other, so that we could refine them more by sharing the completed ideas.

Changes of Pre-service Teachers' Teaching Expertise through Lesson Plan Analysis

  • Kim, Seong-Won;Yi, Soyul;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.207-219
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    • 2020
  • This study analyzed the change of teaching expertise of pre-service teachers through TPACK education. In this study, we applied a programming-based TPACK education program developed by Kim and Lee (2019) to 20 prospective teachers. To analyze the pre-service teachers' teaching expertise analyzed the lesson plan prepared before, during and after applying the educational program. As a result, Few teachers use technology in lesson plan, and the design of the instructor-led or experiment to confirmed content in curriculum or textbook. The use of technology has increased in the second Teaching Plan, but the technology was not used depending on the educational context. In the third lesson plan, all pre-service teachers were able to use technology in an educational context. Moreover, the teaching expertise of the pre-service teacher showed a statistically significant improvement in the lesson plan. This study founded that the programming-based TPACK education program was effective in enhancing the teaching expertise of the pre-service teacher.

Analysis of computer applications in the 7th high school textbooks on mathematics (제7차 고등학교 수학교과서의 컴퓨터 활용에 관한 분석)

  • 이지연;정유리;이영환
    • Journal of the Korean School Mathematics Society
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    • v.6 no.2
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    • pp.1-19
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    • 2003
  • The challenge of education reform and the demand for textbook revision were inevitable as to help people manage changes in the twenty-first century. The 7th educational program not only has different educational goals, purposes and methods compare to the previous 6th program, but also introduces an epochal plan so called "free-choice learning" which involves considerable choices on the part of the learner as to what and which subject to learn. For the education on mathematics, applying computer and calculators to the studies were one of the goals educational process. This research encompasses ways to approach computer application in the 7th high school s on mathematics. The main contents of our paper are analysis of 16 different kinds of high school textbooks, its status of uses in each textbooks, math relating programs, use of computers, use of programs, use of computers in each textbooks and use of internets.internets.

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Design of Algorithm Thinking-Based Software Basic Education for Nonmajors (비전공자를 위한 알고리즘씽킹 기반 소프트웨어 기초교육 설계)

  • PARK, So-Hyun
    • The Journal of Industrial Distribution & Business
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    • v.10 no.11
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    • pp.71-80
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    • 2019
  • Purpose: The purpose of this study is to design the curriculum of Basic College Software Programming to develop creative and logical-thinking. This course is guided by algorithmic thinking and logical thinking that can be solved by computing for problem-solving, and it helps to develop by software through basic programming education. Through the stage of problem analysis, abstraction, algorithm, data structure, and algorithm implementation, the curriculum is designed to help learners experience algorithm problem-solving in various areas to develop diffusion thinking. For Learners aim to achieve the balanced development of divergent and convergent-thinking needed in their creative problem-solving skills. Research design, data and methodology: This study is to design a basic software education for improving algorithm-thinking for non-major. The curriculum designed in this paper is necessary to non-majors students who have completed the 'Creative Thinking and Coding Course' Design Thinking based are targeted. For this, contents were extracted through advanced research analysis at home and abroad, and experts in computer education, computer engineering, SW education, and education were surveyed in the form of quasi-openness. Results: In this study, based on ADD Thinking's algorithm thinking, we divided the unit college majors into five groups so that students of each major could accomplish the goal of "the ability to internalize their own ideas into computing," and extracted and designed different content areas, content elements and sub-components from each group. Through three expert surveys, we established a strategy for characterization by demand analysis and major/textbook category and verified the appropriateness of the design direction to ensure that the subjects and contents of the curriculum are appropriate for each family in order to improve algorithm-thinking. Conclusions: This study helps develop software by enhancing the ability of students who practice various subjects and exercises to explore creative expressions in various areas, such as 'how to think like a computer' that can implement and execute their ideas in computing. And it helps increase the ability to think logical and algorithmic computing based on creative solutions, improving problem-solving ability based on computing thinking and fundamental understanding of computer coding and development of logical thinking ability through programming.

Multimodal Interaction Framework for Collaborative Augmented Reality in Education

  • Asiri, Dalia Mohammed Eissa;Allehaibi, Khalid Hamed;Basori, Ahmad Hoirul
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.268-282
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    • 2022
  • One of the most important technologies today is augmented reality technology, it allows users to experience the real world using virtual objects that are combined with the real world. This technology is interesting and has become applied in many sectors such as the shopping and medicine, also it has been included in the sector of education. In the field of education, AR technology has become widely used due to its effectiveness. It has many benefits, such as arousing students' interest in learning imaginative concepts that are difficult to understand. On the other hand, studies have proven that collaborative between students increases learning opportunities by exchanging information, and this is known as Collaborative Learning. The use of multimodal creates a distinctive and interesting experience, especially for students, as it increases the interaction of users with the technologies. The research aims at developing collaborative framework for developing achievement of 6th graders through designing a framework that integrated a collaborative framework with a multimodal input "hand-gesture and touch", considering the development of an effective, fun and easy to use framework with a multimodal interaction in AR technology that was applied to reformulate the genetics and traits lesson from the science textbook for the 6th grade, the first semester, the second lesson, in an interactive manner by creating a video based on the science teachers' consultations and a puzzle game in which the game images were inserted. As well, the framework adopted the cooperative between students to solve the questions. The finding showed a significant difference between post-test and pre-test of the experimental group on the mean scores of the science course at the level of remembering, understanding, and applying. Which indicates the success of the framework, in addition to the fact that 43 students preferred to use the framework over traditional education.

A Study on Effective Instructional Design using e-NIE(electronic-Newspaper In Education) (효과적인 e-NIE 수업설계 방안에 관한 연구)

  • Park, JI-Yeon;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.127-134
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    • 2010
  • In the information oriented society, a good lesson helps learners to develop self-learning ability. To give a good lesson, teachers should teach with details in learning contents that learners can understand easily, not with abstract and generalized concepts in the textbook. And they also should find the effective instructional media to give students the learning contents. Since the newspaper carries the most current and up-to-date source of information about various fields, if it is used as the teaching material in the classroom, it can help students to learn useful and practical knowledge. Therefore, newspapers are so-called 'living textbook'. NIE which enables students to enhance their ability to utilize the information and to learn wisdom about life, is already actively applied to the educational activities. And e-learning system and the electronic newspaper that make learning happen to anyone anytime anywhere, appears with the advancements in information technology and changing educational paradigm. This changed circumstance make the field and the way of NIE enlarge to e-NIE. e-NIE is the educational media that helps the learners to learn the way of learning. But the study about e-NIE through designing a teaching plan systematically has not been made completely. Therefore, this research aims to find out the characteristics of e-NIE and the effective way of designing a teaching plan that fits the characteristics of e-NIE.

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Development and Formative Evaluation of Simulation Contents for Scientific Exploration based on NetLogo (NetLogo 기반의 과학탐구용 시뮬레이션 콘텐츠 개발 및 형성평가)

  • Woo, Jeonghoon;Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.65-76
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    • 2014
  • This paper aims at implementing experimental devices with which middle school students can explore scientific ideas using GoGo Board and NetLogo that connect real and simulated worlds. Related research literature was reviewed to design a simulation-based learning model using computer simulation and robot-related activities. In order to construct devices for exploratory experiments, GoGo Board was adopted for developing the interface of Micro-Based Laboratory(MBL) devices with several sensors while NetLogo was used for connecting MBL devices (real world) and simulated experiments (virtual world). The simulation contents were developed in the area of heat equilibrium for changing temperature and the conduct-current relationship appeared in the textbook of middle school science class. With the developed device and contents students can visualize the change of temperature cold and hot waters in terms of heat equilibrium. They also can measure the change of conductor representing the relationship between conductor and current. The formative evaluation of the contents carried out with several middle school students indicated the future direction for upgrading simulation contents and interface. The results might be beneficial for science educators who want to apply simulation contents with the use of computers.

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Design and Implementation of an educational simulator for disk scheduling algorithms (디스크 스케줄링 알고리즘을 위한 교육용 시뮬레이터의 설계 및 구현)

  • Koh, Jeong-Gook
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.131-137
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    • 2011
  • Operating Systems is a discipline which handles complex and abstract concepts related to its components and the principles of how an operating system works. However, most of the OS courses have been textbook-oriented theoretical classes. For students who are familiar with various kinds of media, theoretical classes lead to a decline in the understanding of a lecture and difficulty concentrating. They have tried to make use of educational tools to help students understand a lecture and arouse their interests consistently. This paper describes the design and implementation of a disk scheduling simulator which shows the service processes of disk I/O requests visually. The disk scheduling simulator can be used for demonstrations of the disk scheduling algorithms. The results of the academic achievement evaluation and survey showed that a disk scheduling simulator is useful as an educational tool which causes the interests about operating systems and enhances the understanding of a lecture.